Fire Rod
Fire Rods are recurring Items in the The Legend of Zelda series.(ALttP | FSA | ALBW | BotW | CoH)[1][2][3][4][name references needed]
Location and Uses
A Link to the Past
In A Link to the Past, Link obtains the Fire Rod in the Skull Woods. It can be used as a weapon to burn enemies or light unreachable Torches. The Fire Rod drains magic from the Magic Meter when used. It is especially effective against Gibdos, whose bandages can be burned away to reveal Stalfos.
Four Swords Adventures
In Four Swords Adventures, the Fire Rod can only be found in certain areas. It can be used to defeat enemies and burn grass to reveal hidden items such as Force Gems. This Fire Rod can either shoot fireballs or a continuous cascade of flames.[5] If Link gives the Fire Rod to a Great Fairy to upgrade it, the Fire Rod will act like the Cane of Somaria, creating Somarian Blocks that can be used as platforms. If Link uses the Fire Rod again, the Somarian Block will explode, sending fire in four directions.[6]
Dark Link also uses the Fire Rod in some levels.
A Link Between Worlds
In A Link Between Worlds, the Fire Rod can be rented as the Rented Fire Rod from Ravio for 100 Rupees. Later on, it can be purchased for 1200 Rupees. It drains the Energy Gauge when used. The Fire Rod shoots a pillar of fire that moves in a straight line, which is capable of damaging even airborne enemies. Because it travels forward and most enemies flinch backward, the fire pillar is often capable of hitting the same enemy more than once. The Fire Rod can also be used to melt ice, including ice-based enemies, which can be defeated with one hit of the Rod. It is possible for Link to hurt himself by coming into contact with Fire generated by the Fire Rod.
By finding 10 Maiamais, Link can give the Fire Rod to Mother Maiamai in order to upgrade it to the Nice Fire Rod. This upgraded version produces a much taller and wider pillar of flames, travels a larger distance, and deals more damage.
Breath of the Wild
Fire Rods are one-handed Weapons in Breath of the Wild. They are weaker counterparts to Meteor Rods. Fire Rods are not made of flammable materials and can safely be used around open Fire or Scorching Climates. They are also not made of magnetic materials and cannot be manipulated with Magnesis. Fire Rods do not attract Lightning during Thunderstorms or conduct Electricity, and they will float in sufficiently deep bodies of Water.
Fire Rods are imbued with the elemental energy of Fire, generating a ball of Fire that bounces around when swung. However, Fire Rods are fragile and will break easily if they make direct contact with Objects or Enemies. They will also break simply from extended use, or if they directly strike an Object.[2] If Link executes a Spin Attack while wielding a Fire Rod, he will loose five blasts at once in different directions. They also provide one level of Cold Resistance when equipped. When thrown with the R button, Fire Rods will not leave Link's hand, and they instead produce a ball of Fire that will bounce in the direction they are thrown. Fire Rods will temporarily lose their magical properties if used excessively, requiring a brief cooldown period before they can be used again.
During "The Weapon Connoisseur" Side Quest, Nebb will ask Link to show him a Fire Rod, which are uncommon around Hateno Village.[7] If Link brings him a Fire Rod, Nebb will be excited and give him a Purple Rupee as a reward.[8]
Name | Value | Description |
---|---|---|
ActorName | "Weapon_Sword_060" | Internal name |
Life | 14 | Durability of the weapon |
Power | 5 | Damage dealt with the weapon |
SpHitActor | "" | Objects that receive additional damage from the weapon |
SpHitRatio | 2.0 | Damage multiplier appplied to SpHitActor objects |
IsHammer | false | Whether or not the weapon can break ore deposits in one hit |
IsWeakBreaker | false | Unknown use, maybe was used during dev to one hit kill weaker enemies ? |
IsBoomerang | false | Whether or not the weapon comes back to the player if they throw it |
IsLuckyWeapon | false | Unknown use, maybe was used to have random crits during dev ? |
IsPikohan | false | Whether or not the weapon launches the enemies at the end of a combo or after a charged attack (Spring-Loaded Hammer behavior) |
IsThrowingWeapon | false | Whether or not the weapon can be thrown |
IsThrowingBreakWeapon | true | Whether or not the weapon breaks instantly when thrown to an enemy |
ThrowRange | 30.0 | After being thrown, travelled distance of the weapon before getting affected with gravity |
ChemicalEnergyMax | 400 | The maximal amount of energy elemental weapons have. If it falls to zero, the weapon is uncharged and you have to wait until it's charged again [a] |
ChemicalEnergyAmountUsed | 100 | The energy cost elemental weapons have when using their power |
ChemicalEnergyRecoverRate | 10.0 | Speed, in unit/frame, of the energy recovery of the weapon |
ChemicalEnergyRecoverInterval | 90 | Frames you have to wait, after your last attack, before the weapon starts to recharge itself |
ShootBeam | "" | If specified, what actor to launch when throwing the weapon |
SharpWeaponAddAtkMin | 3 | Minimal value for level 1 attack up modifier |
SharpWeaponAddAtkMax | 3 | Maximal value for level 1 attack up modifier |
SharpWeaponAddLifeMin | 2 | Minimal value for level 1 durability up modifier |
SharpWeaponAddLifeMax | 3 | Maximal value for level 1 durability up modifier |
SharpWeaponAddCrit | true | Whether or not the weapon can get the critical hit modifier |
PoweredSharpAddAtkMin | 4 | Minimal value for level 2 attack up modifier |
PoweredSharpAddAtkMax | 8 | Maximal value for level 2 attack up modifier |
PoweredSharpAddLifeMin | 4 | Minimal value for level 2 durability up modifier |
PoweredSharpAddLifeMax | 7 | Maximal value for level 2 durability up modifier |
PoweredSharpAddThrowMin | 1.0 | Minimal value for throw distance up modifier |
PoweredSharpAddThrowMax | 1.0 | Maximal value for throw distance up modifier |
ThrowSpeed | 1.0 | Initial speed of the weapon when thrown |
ThrowRotSpeed | 50.0 | Rotation speed, in radian per second, of the weapon when thrown |
MagicName | "FireRodLv1Fire" | Type of actor to spawn if the weapon has elemental properties |
ChargeMagicNum | 5 | How many actors are spawned when doing a charged attack with the weapon |
MagicPower | 10 | Damage of the spawned actor |
MagicSpeed | 30.0 | Multiplier affecting the base speed of the spawned actor when attacking with Y |
MagicSpeedByThrow | 45.0 | Multiplier affecting the base speed of the spawned actor, if spawned with the R button cast |
MagicGravity | 1.0 | Multiplier affecting the vertical acceleration of the spawned actor |
MagicRadius | 1.0 | Multiplier affecting the size of the spawned actor |
MagicRange | 100.0 | Distance where the spawned actor will despawn, from the weapon that spawned it |
MagicSpeedByEnemy | 12.5 | Multiplier affecting the base speed of the spawned actor when an enemy uses the weapon |
MagicGravityByEnemy | 0.075 | Multiplier affecting the vertical acceleration of the spawned actor when an enemy uses the weapon |
MagicRadiusByEnemy | 0.5 | Multiplier affecting the size of the spawned actor when an enemy uses the weapon |
MagicRangeByEnemy | 30.0 | Distance where the spawned actor will despawn, from the weapon that spawned it if an enemy uses it |
SellingPrice | 18 | Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons |
BuyingPrice | 120 | Unused value for the weapons, probably a leftover from a dev build where you could buy weapons |
Name | ActorName |
---|---|
Value | "Weapon_Sword_060" |
Description | Internal name |
Name | Life |
Value | 14 |
Description | Durability of the weapon |
Name | Power |
Value | 5 |
Description | Damage dealt with the weapon |
Name | SpHitActor |
Value | "" |
Description | Objects that receive additional damage from the weapon |
Name | SpHitRatio |
Value | 2.0 |
Description | Damage multiplier appplied to SpHitActor objects |
Name | IsHammer |
Value | false |
Description | Whether or not the weapon can break ore deposits in one hit |
Name | IsWeakBreaker |
Value | false |
Description | Unknown use, maybe was used during dev to one hit kill weaker enemies ? |
Name | IsBoomerang |
Value | false |
Description | Whether or not the weapon comes back to the player if they throw it |
Name | IsLuckyWeapon |
Value | false |
Description | Unknown use, maybe was used to have random crits during dev ? |
Name | IsPikohan |
Value | false |
Description | Whether or not the weapon launches the enemies at the end of a combo or after a charged attack (Spring-Loaded Hammer behavior) |
Name | IsThrowingWeapon |
Value | false |
Description | Whether or not the weapon can be thrown |
Name | IsThrowingBreakWeapon |
Value | true |
Description | Whether or not the weapon breaks instantly when thrown to an enemy |
Name | ThrowRange |
Value | 30.0 |
Description | After being thrown, travelled distance of the weapon before getting affected with gravity |
Name | ChemicalEnergyMax |
Value | 400 |
Description | The maximal amount of energy elemental weapons have. If it falls to zero, the weapon is uncharged and you have to wait until it's charged again [a] |
Name | ChemicalEnergyAmountUsed |
Value | 100 |
Description | The energy cost elemental weapons have when using their power |
Name | ChemicalEnergyRecoverRate |
Value | 10.0 |
Description | Speed, in unit/frame, of the energy recovery of the weapon |
Name | ChemicalEnergyRecoverInterval |
Value | 90 |
Description | Frames you have to wait, after your last attack, before the weapon starts to recharge itself |
Name | ShootBeam |
Value | "" |
Description | If specified, what actor to launch when throwing the weapon |
Name | SharpWeaponAddAtkMin |
Value | 3 |
Description | Minimal value for level 1 attack up modifier |
Name | SharpWeaponAddAtkMax |
Value | 3 |
Description | Maximal value for level 1 attack up modifier |
Name | SharpWeaponAddLifeMin |
Value | 2 |
Description | Minimal value for level 1 durability up modifier |
Name | SharpWeaponAddLifeMax |
Value | 3 |
Description | Maximal value for level 1 durability up modifier |
Name | SharpWeaponAddCrit |
Value | true |
Description | Whether or not the weapon can get the critical hit modifier |
Name | PoweredSharpAddAtkMin |
Value | 4 |
Description | Minimal value for level 2 attack up modifier |
Name | PoweredSharpAddAtkMax |
Value | 8 |
Description | Maximal value for level 2 attack up modifier |
Name | PoweredSharpAddLifeMin |
Value | 4 |
Description | Minimal value for level 2 durability up modifier |
Name | PoweredSharpAddLifeMax |
Value | 7 |
Description | Maximal value for level 2 durability up modifier |
Name | PoweredSharpAddThrowMin |
Value | 1.0 |
Description | Minimal value for throw distance up modifier |
Name | PoweredSharpAddThrowMax |
Value | 1.0 |
Description | Maximal value for throw distance up modifier |
Name | ThrowSpeed |
Value | 1.0 |
Description | Initial speed of the weapon when thrown |
Name | ThrowRotSpeed |
Value | 50.0 |
Description | Rotation speed, in radian per second, of the weapon when thrown |
Name | MagicName |
Value | "FireRodLv1Fire" |
Description | Type of actor to spawn if the weapon has elemental properties |
Name | ChargeMagicNum |
Value | 5 |
Description | How many actors are spawned when doing a charged attack with the weapon |
Name | MagicPower |
Value | 10 |
Description | Damage of the spawned actor |
Name | MagicSpeed |
Value | 30.0 |
Description | Multiplier affecting the base speed of the spawned actor when attacking with Y |
Name | MagicSpeedByThrow |
Value | 45.0 |
Description | Multiplier affecting the base speed of the spawned actor, if spawned with the R button cast |
Name | MagicGravity |
Value | 1.0 |
Description | Multiplier affecting the vertical acceleration of the spawned actor |
Name | MagicRadius |
Value | 1.0 |
Description | Multiplier affecting the size of the spawned actor |
Name | MagicRange |
Value | 100.0 |
Description | Distance where the spawned actor will despawn, from the weapon that spawned it |
Name | MagicSpeedByEnemy |
Value | 12.5 |
Description | Multiplier affecting the base speed of the spawned actor when an enemy uses the weapon |
Name | MagicGravityByEnemy |
Value | 0.075 |
Description | Multiplier affecting the vertical acceleration of the spawned actor when an enemy uses the weapon |
Name | MagicRadiusByEnemy |
Value | 0.5 |
Description | Multiplier affecting the size of the spawned actor when an enemy uses the weapon |
Name | MagicRangeByEnemy |
Value | 30.0 |
Description | Distance where the spawned actor will despawn, from the weapon that spawned it if an enemy uses it |
Name | SellingPrice |
Value | 18 |
Description | Unused value for the weapons, probably a leftover from a dev build where you could sell your weapons |
Name | BuyingPrice |
Value | 120 |
Description | Unused value for the weapons, probably a leftover from a dev build where you could buy weapons |
- ↑ You can switch weapons to instantly recharge your elemental weapons
Other Appearances
Ancient Stone Tablets
Hyrule Warriors
Cadence of Hyrule
The Fire Rod appears as a weapon in Cadence of Hyrule, capable of launching fireballs at opponents from a distance at the cost of Stamina, sometimes causing them to be burned temporarily. When either Cadence, Link, or Zelda runs out of stamina, the rod can be used to club opponents at close range.
Hyrule Warriors: Age of Calamity
In Hyrule Warriors: Age of Calamity, Fire Rods are tools that can be wielded by all Warriors in Hyrule Warriors: Age of Calamity, as well as Fire Wizzrobes. Located on the left bumper wheel with the Ice Rod, Lightning Rod, and Apple, Fire Rods are limited charge attack items that will set aflame anything in its attack radius like monsters or explosive barrels, and can help whittle away at exposed Weak Point Gauges. The Fire Rod need fire elemental energy as fuel for its attacks, and the amount of charges the Rod has carry over into future battles, meaning completing battles with an empty Fire Rod will have the Fire Rod remain out of charge. The energy needed to power the Fire Rod can be found by either slaying Fire Monsters such as Fire Wizzrobes or smashing open crates.
The Fire Rod is first obtained by slaying the player's first Fire Wizzrobe, with the first one being found in the Scenario "The Battle of Hyrule Field". The Fire Rod help make the Weak-Point Gauges of Ice Monsters such as Ice Moblins, Ice Hinoxes, and Ice Lynels drain faster, allowing to chain Weak Point Smashes more consecutively.
While the Fire Rod innately has three charges, completing the "The Research of Rods" and "It Takes Two" Quests rewards Warriors one additional charge per Quest to all Rods, the Fire Rod naturally included.
Trivia
- The Fire Rod was meant to appear in The Minish Cap sometime during development, but was later scrapped. The item can still be found in the game's code,[9] and the Ice Wizzrobe's Figurine in the European English version of the game claims they are weak to the Fire Rod.[10]
- In Tri Force Heroes, one of the Communication Icons features an item that resembles the Fire Rod.
Nomenclature
![]() ![]() | ||
---|---|---|
Language | Names | Meanings |
| ||
火焰杖 (Huǒyàn zhàng) (BotW) | ||
Vuurstaf (BotW)[14] | Same as English. | |
Baguette de feu (BotW) | ||
| ||
|
| |
| ||
Жезл огня (Zhezl ognya) (BotW) | ||
Cetro de fuego (BotW) | ||
This table was generated using translation pages. To request an addition, please contact a staff member with a reference. |
Gallery
See Also
References
- ↑ Encyclopedia, Dark Horse Books, pg. 123 (ALttP | FSA | ALBW)
- ↑ 2.0 2.1 "Fire Rod
A magical rod that can cast fireballs. The rod will break if it strikes something directly, so use it wisely." — Inventory (Breath of the Wild) - ↑ "Fire Rod: Adds Fire to recommended elements. Use one ice statues to reveal enemies." — Tutorial (Hyrule Warriors: Definitive Edition)
- ↑ "Fire Rod -- Assign it to
This will launch a ball of fire dealing 1 damage in the direction you're facing, at the cost of stamina." — Inventory (Cadence of Hyrule) - ↑ "Shoot fireballs or light braziers. Hold down the A Button to shoot a continuous cascade of flames." (Four Swords Adventures manual, pg. 31)
- ↑ "The level 2 Fire Rod can create blocks. If you wave the rod one more time, the block will explode, sending flame in four directions." (Four Swords Adventures manual, pg. 31)
- ↑ "Have you heard of the fire rod? Grandpa said you can't find those around here. If you get ahold of one, let me see it!" — Nebb (Breath of the Wild)
- ↑ "Isn't that the fire rod? So cool! Let me see! Whoooa! The real thing is really the real deal! Thanks! Here's a token of my thanks!" — Nebb (Breath of the Wild)
- ↑ Zelda Minish Cap: HACKED - The Leveleditor
- ↑ "They're weak against fire, so hit them with your Fire Rod!" — Figurine (The Minish Cap, PAL version)
- ↑ "Ecco la Bacchetta del Fuoco!" — N/A (A Link to the Past, Italian localization)
- ↑ A Link to the Past manual, pg. 46 Nintendo Official Guidebook—The Legend of Zelda: A Link to the Past Vol. 1, Shogakukan, pg. 25 Nintendo Official Guidebook—The Legend of Zelda: A Link to the Past & Four Swords, Shogakukan, pg. 14
- ↑ "ファイアロッド
取扱い注意!
大きな火柱で敵を攻撃!!
炎に触れると自分も痛い!" — Inventory (A Link Between Worlds) - ↑ "Vuurstaf" — Inventory (Breath of the Wild)
- ↑ "Feuerstab: Fügt Feuer als empfohlenes Element hinzu und macht an Eisstatuen Gegner sichtbar." — Tutorial (Hyrule Warriors: Definitive Edition)
- ↑ "파이어 로드
취급 주의!
커다란 불기둥으로 적을 공격!!
화염에 닿으면 대미지를 입는다!" — Inventory (A Link Between Worlds)
- Items
- Magic Rods
- Rods
- Weapons
- Items in A Link to the Past
- Items in Four Swords Adventures
- Items in A Link Between Worlds
- Items in Breath of the Wild
- Items in Ancient Stone Tablets
- Items in Hyrule Warriors
- Items in Hyrule Warriors Legends
- Items in Hyrule Warriors: Definitive Edition
- Items in Cadence of Hyrule
- Items in Hyrule Warriors: Age of Calamity